Video update: Map system complete, Hunting implementation, Base building update
One of the biggest things I have been worried about is the map system being able to procedurally generate a world while working in a multiplayer environment. I am happy to say everything is working as planned. The map system is working better than I thought it would. A seed is created at the start of every world generation that can be passed to players over the network or used to save a world. The world is pretty massive.
With the way we are handling things internally, each client will only be loading 9 tiles around their player at any given time. This means, aside from longer load times, that the world could be even bigger than it is now. I am also stress testing the map system by placing thousands of spawnpoints around the world and seeing how the game holds up.
In the video I go over the hunting implementation. Right now there are two "classes" of animal, Small and Large.
Small animals(rabbits, squirrels, etc) will be harder to directly hunt and will require traps. Rabbits will only surface from their chosen hole at certain periods of the day. If it is raining or night, the rabbits will hide. I consider small animals "passive hunting" as it is much more efficient to place traps to catch them.
Larger animals will leave tracks and signs that they are in the area. Larger animals also have hit detection so you should aim for the heart and lungs, just like in real hunting. An animal that is bleeding will leave a blood track as well. I consider large animals "active hunting" as you will need to track them and they will be much more scarce/skiddish, so bagging a large animal will prove worth while and fill your belly.
Both types of animal will decay over time if they are not harvested after they have been killed. Eating rotten meat is a quick way to get ill.
I wasnt very happy with the base building mechanics as they stood. The individual structures(generators, rain collector, firepit, etc) are fine, but I wasnt happy with the way walls were placed. I wanted a way to give players the freedom and creativity of creating base layouts. That is why I created the modular wall/platform system.
There are two kinds of walls.
Structure frame - Used to create the foundation of your base. Raised platforms, ramps, gates, windows, etc.
Wall frame - Used to defend your structure frame elements. The wall frame is much more resilient to enemy damage than the structure frame. The wall frame does not have a vertical element, but can be upgraded just like the structure frame to take more damage.
After creating and implementing the system, it makes me wonder what kinds of layouts everyone will be making. I want to add as much creative freedom to base layout as I can while still keeping a survival experience.
A lot of these changes and additions to the game are rising because of the push for alpha. I am going through each system one by one and cleaning them up, preparing them for networked gameplay. Things need to be structured in a way that allows for multiplayer as well as saving. As I go along, sometimes I find something to improve on. Like the base building update.
-Finalizing the first stage of modular base building.
-Placing spawn points all over multiple tiles for items and enemies.
-Finishing the AI. Modifying the "AI director" to the new modular base building system.
-Plugging in the city and residential tiles into the map cluster system.
We are getting closer!